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  1. this. so annoying having to buy packs that are character bound for your main character while your other characters get left out because you refuse to pay double and triple the price for the same stuff just to have it on multiple characters... I mean the latest packs were made available account wide by reloaded produtctions, which is nice... but we need this for every existing pack (and item)
  2. I cant use carbine... But i have a stac 10 account bound 0 sloted and i run around with it rekting people... While a 3 sloted carbine just sits there eating dust...
  3. why did you delete the character? armas is usually pretty clear about character bound vs account bound
  4. You are damn stupid, do you know that? More than half of armas guns are available in JT but why are people still buying from Armas? Also what is this FREE you are talking about? Who's giving anything to anyone for free? You should seriously get your head out of your patootie, i have more than 7000hours, a player who spent arond 1700$s on 2 accounts , with 9 255 chars , a few low ranked ones. You are just a RANDOM PLAYER WHO IS ENTITLED TO NOTHING OTHER THAN THE PROMISED SERVICE. A service that you and i were promised. You couldnt even come up with a proper counter argument and you had to go look at out of context factors like join date to makeup .... well an argument.......... Also keep your insults to your self. You might need them lil princess ! OK HERE GOES AGAIN. Do not reply back to this or the thread, if you want come talk in PM. 1) I didnt suggest taking away armas items. There is literally a link posted on the first post showing the blog made by MattScott about "dropping unpopular items from armas" 2) You are just butthurt you spent money on something. Understand this princess, you paid for the item and you got the item before anybody else. You gave money and they gave you something. This in noway is gona make you more entitled. They didnt promise that they wont give it away for free, they didnt promise that they wont change it, they didnt promise you ANYTHING other than, giving you the item [char or account bound]... You are entitled to nothing other than that. Its just like paying for early access, you can EITHER pay for early access or wait till everyone gets on for FREE. 3) Most of the players will agree with me on the fact that those guns are just NOT worth it and are underrated because there are better counterparts . 4) Why would anyone spent a dime? To get the item they want, WHEN THEY WANT. You paid for a service which was delivered and thats it. Nobody, i mean NOBODY asked yo to spent any dime. You are talking like only you have spent money on this game.... FYI, i have 29 account bond weapons .
  5. just adding on that secondary weapons are all standardized to $12 usd ($10 usd premium) for character bound and $15 usd ($12 usd premium) for account bound
  6. "repeat winners even on a different character were being kicked" As the skin will be account bound.
  7. Unlocks obtained for events = ACCOUNT BOUND PLS. Instead of doing each character
  8. could be a good idea, you character is account bound, to the point that in any game from the same company uses the same characters, at least as a base, then you can have a nice "social hub" game ... and almost use it as a launcher... the metaverse
  9. Well if they wanna prevent that they could make the fightclub and daily challenges account bound... with that i wanna say that it shares the progress of your daily's and fight club challenges across all characters Yeah, but what they mean is that doing this will harm people with more characters that default, because then those people would earn considerably less. The best way I see around it is making the JT account-wide but putting a weekly cap on it based on the number of active characters in your account. This might make it easier for people with additional character slots to earn JT in comparison to F2P players with less slots, but tbh people who payed for additional character slots kin of deserve the little advantage, the additional character slots need to have a bit more value than just another character in my opinion. I already wrote this above, but this time I wanted to add that the cap will be based on the number of characters in the account, which will balance it more I feel.
  10. His argument makes perfect sense, and if these changes go through he won't be the only one pissed off. I own the TAS20 Stock (account bound), which has Improved Rifling 3 and Tagger, and use it often. This change outright destroys that gun, makes it unusable in actual gameplay. I'm already debating putting in a support ticket for a refund or variant exchange. This gets even worse if they choose to not limit the effect to shotguns, because then it would kill another gun I own, the Temptress. That one I can't even request a refund for, because it was obtained via non-paid methods, nor can I request a variant exchange, because it has no variants that would be valid to exchange. The gun would just be a hunk of wood and metal in my gun locker, forever.
  11. I am not a fan of this title, but I expected it to be account bound at least. Another disappointment with this event
  12. How matchmaking works (thoughts) collect weapon score ratio collect thread level (silver bronze gold etc) collect kd ratio (it should take this in calculation but it doesnt) collect what threat this guy have while entering district (plus 5 last entries [unique] ones so 1 per day etc - if system finds outu are gold and drop to silver than again get gold than u are takes as middle silvgold and system will select you twice of the opposition in bronze server and worst players in gold) (again this system not do that as well) how to "fuck" matchmaking ? take off ur primary weapon and equip fbw only try to not shoot enemies all the time (lower your accuracy) - possible be banned if admins figureout u dethreating - possible easiest way to drop threat (easier then losing and killing team mates) if u have team 3 silvers and 1 gold let the gold take off primary wepon (system will be glitched and match 4 silvers against work only it there are 4 silvers in team ;] ) about getting gold thread system is glitched as well it shoudl compete all statistics like accuracy mission doing etc. but now if u have god accuracy u will be gold or if u do missions u will be gold as well (in slower times) as i think threat system is calculated (i think so) from district time / kills you made if it ticks the gold thread you are gold etc. (and its ultra easy if u drop from that gold to silver to get gold again) how to fix that staff ? threat for each character seperatly (not account bound) change script that compare kd ratio without doing mission and vice versa eventually change stats needed to get that thread in like 25% more to get gold silver bronze and green(stays like it was) so it will separate silvers with golds and even bronzes from silvers + made system that will unallow gold playerd go do silver district (ONLY) and silver players to go to green (as it is now) additional to point above increase backup needs if u meet silver player on bronze 1 silver player = 2 bronze, 1 bronze = 1 bronze, 2 green = 1 bronze 4 green = 1 silver, green is T as well so from now we will see gold players plays with gold players, silver plays with silvers and eventually silvers plays with bronzes (to propably teach them a game etc. but with more opposition)
  13. sorry mate, but u forgot that community is splited in 2 general category: who got 120 fps and who not. putting both broke not only PVP but also MM. the hackusation, the low population,the broken matchmathing ,the dethreating and the toxicity are all in the same chain. for solving hackusation we need separate instance due to latency and fps after this population will increase so MM can works a bit better. solving MM will help to stay on own district with more pleasure, and without dethreating (with some lock for goldies) the toxicity will be reduced. recently had been not funny play a balanced mission until the goldie raging kid equipped the Trueogre. (literally impossible to beat, neither in 2 vs 1) and this happen 1 mission on 2. ofc there will be people that love APB but dont like be stomped with 0/34 k/d. and here we can talk about PVE for them. 20 euro is neither the 10% of an average experienced player account total cost. and is neither the cost of a VASC2 account bound revolution. i dont see any other way for save the boat.
  14. Yeah, last time I was buying stuff for APB I really wanted Rhino kit account bound but on a... limited budget, hard to justify KTTW price tag.
  15. Tbh Kttw is fair. Imagine buying all those things separately.. It would cost almost twice the price. I love this pack, you get stuff such as rhino car and the charge mikro account bound, You get 3D glasses, you get ATAC with it's arguably the best modifications and a STAC. You also get some more stuff and those skins from many countries.
  16. @MattScott Wouldnt it be easier to make an bound redeem key (like we have 15 Days Premium from Loyality) for PC players to all accounts "ON PC" and then focus on adding premium manually on "consoles" ?? just wondering why that method ?
  17. what he could do tho is make a new character that is female, but if it was his only character and he bought character bound items from armas, there is no way he can get thoes unless he bought the account versions (which is what i do even when i started with 1 character , never know when you might make a new toon at some point) nvm , didnt read , he doesnt want to reroll .....
  18. Lets not forget that Little Orbit has said for a while now that they were doing this. I do not understand why it is such a surprise because of it. As for fundding APB - some people have 10+ chars so they would just buy the gun account bound because it is easier to do so (if they have not already) And new players - there will always be some who buy it account bound since it is easier to do. Never give up on human laziness to get things done quicker and easier
  19. Thats true i tried a proxy got lucky with the new glory, now its stuck on my enforcer its not tradable and i can not send it to other chars at my account to play with looks like i waste my money so better as character life time it won't get unfair if you ask me, second thing i never enter my country somewhere so for people who think to login on at vacation in the Belgium or Netherlands don't do it there is a chance that all guns you ever get with the boxes got stuck to Question for @MattScott Are the legendary's going to be account bounded or only for one char and i have to retry getting it on all my chars ?
  20. Going to repost the exRTW post this time instead of the link... What a fucking mess. I’m ex-RTW. An outcome like this wasn’t desired by anyone at RTW, but game development is a weird business. A game can play poorly right up until only a few months before release, for a variety of reasons – Crackdown was awful right up until a month or two before it came out (some would say awful afterwards, too, but I’m trying to make a point :). Knowing this, it can blind you to a game’s imperfections – or lead you to think it’s going to come right by release. You end up in this situation where you’re heads down working your patootie off, not well able to critically assess your own product. APB itself only really came together technically relatively late in its development cycle (and it still obviously has problems), leaving too little time for content production and polish, and lacking any real quality in some of its core mechanics (shooting / driving). It’s not that the team was unaware of these huge issues, but a million little things conspire to prevent you from being able to do anything about them. It can seem difficult to comprehend, it certainly was for me before entering the industry – ‘How did those idiots get X wrong in game Y?’. No team sets out to ship something anything less than perfection, but projects can evolve in ways that no one seems to be in total control of. All that said, it was pretty clear to me that the game was going to get a kicking at review – the gap between expectation and the reality was huge. I wasn’t on the APB team, so I played it infrequently, during internal test days etc. I was genuinely shocked when I played the release candidate – I couldn’t believe Dave J would be willing to release this. All the issues that had driven me nuts about it were still there – the driving was poor (server-authoritative with no apparent client prediction, ergo horrendously lag intolerant), combat impact-less, and I found the performance of the game sub-par on what was a high-spec dev machine. But the real killer, IMO, is the business model. This was out of the team’s hands. The game has issues, but I think if you separate the business model from the game itself, it holds up at least a little better. A large scale team based shooter, in big urban environments, with unprecedented customisation and some really cool, original features. The problem was that management looked at the revenue they wanted to generate and priced accordingly, failing to realise (or care) that there are literally a dozen top quality, subscription free team based shooters. Many of which, now, have progression and persistence of some sort – for free. The game would have been immeasurably better received it had simply been a boxed product, with paid-for in-game items, IMO. This may not have been possible, given what was spent on the game and the running costs, but the market is tough. You can’t simply charge what you feel like earning and hope the paying public will agree with your judgement of value. Many of us within RTW were extremely nervous at APB’s prospects long before launch, and with good reason, as it turns out. They also failed spectacularly to manage expectations. When Dave J spoke out saying there would ‘not be a standard subscription model’, he unwittingly set expectations at ‘free to play’. When it’s announced that we’re essentially pay-per-hour, we get absolutely killed in the press, somewhat understandably. The game also announced far too early (though it kept being delayed), and had little to show but customisation for what seemed like years, largely because internally we (correctly) judged it to be the stand out part of the game. But we should have kept our powder dry. Our PR felt tired and dragged on and on, rather than building a short, sharp crescendo of excitement pre-release. We also went to beta far too early, wiser heads were ignored when it was pointed out that any kind of beta, even very early beta, might as well be public as far as generating word of mouth. The real purpose of beta is publicity, not bug fixing. We never took that lesson on board. We also made the error of not releasing fixes externally to many of the issues early beta testers were picking up, keeping the fixes on internal builds, I presume to lessen the load on QA. This simply meant that to early beta testers, it looked as though we were never bothering to fix the issues they found, when in fact, they were being fixed, simply being deployed back into beta very infrequently. This lesson was eventually learnt, but only after we’d pissed off a large number of early-adopters. The sheer time spent and money it took to make APB is really a product of fairly directionless creative leadership. Certainly Dave J has great, strong, ambitious ideas for his games. But he’s a big believer in letting the details emerge along the way, rather than being planned out beyond even a rudimentary form. For most of the lifetime of APB, he was also CEO of the whole company, as well as Creative Director. His full attention was not there until it late in the day. This has ramifications for how long his projects run – many years, on average – and the associated cost. This, in turn, means that the business model options were constrained, conspiring to place APB in a really difficult position, commercially. Ultimately, it’s this pairing of a subscription model cost with free to play game play that really did for the game. And many of us saw it coming a mile off. I must admit I’m dismayed about the scale of the failure, however. Many of us thought APB might do OK at retail and sell a few hundred thousand, though struggle on ongoing revenue, and gradually carve a niche. But it absolutely tanked at retail I believe (though I’m not privvy to figures) I think due to the critical mauling it received. It never made the top 20 of the all format UK chart. It’s scraping along the bottom of the PC-only chart, a situation I’m assuming is replicated in its major markets. And being at the bottom of the PC-only chart is not where you want to be as a AAA budget game. God knows what the budget was, but when you account for the 150-odd staff and all the launch hardware and support, it was in the tens of millions of dollars. MyWorld is an innocent bystander caught up in the demise of APB. Which is a real shame, because it is genuinely ground breaking, though not aimed at the traditional gamer audience. It was going great guns over the last year or so, coming on leaps and bounds, impressing everyone who saw it. MyWorld might as well have been a different company – there was very little staff overlap on the two projects, they worked under entirely different production methodologies, and because we were not the next in line for release we received very little attention from the execs (which was a good thing, to be honest). We knew that time was limited, and tried to encourage management to go the ‘google-style beta route – release a limited, but polished core feature set early, and iterate. What happens to it from here on out is not clear, but without the people who wrote it, the code isn’t worth a damn, so I can’t see the project being picked up. Management tried to get a publisher onboard to fund continued development, but the time scales involved meant that was always unlikely, despite some considerable interest from potential partners. God knows what will happen to it now the team are gone. Probably nothing. Years of my life were poured into that project, but it was a blast to make, and at least it was made public so I can point and say, “I helped make that”. RTW tried something bold, and fucked it up. It tried to make what amounted to two MMOs at once, as well as self-publish. I have to hand it to Dave J. He’s ballsy. But in the end, we couldn’t do it, and I think the whole company will go under sooner rather than later. It’s a shame, too, as Dundee can’t absorb the level of game dev redundancies that are about to hit, which means the Dundee scene gets that little bit smaller. But that’s the price of failure, and we certainly failed. No excuses, really. We were well funded, hired some great engineers, designers and artists, and great QA guys. Ultimately, the senior management team must take responsibility. I think they had far too much focus on the company’s ‘strategic direction’ and not enough on day-to-day execution, which was where it really matters. And I think a huge part of the blame lies with Dave J, though I can’t emphasize enough how nice a man he is personally; ultimately APB has torpedoed the company, and it failed largely under his creative leadership. It has other issues (technical, for instance), but the design and the business plan are largely down to him and the board, and they are what have failed so irrevocably for the rest of us. ExRTW has great, strong, ambitious ideas for his games. But he’s a big believer in letting the details emerge along the way, rather than being planned out beyond even a rudimentary form. For most of the lifetime of APB, he was also CEO of the whole company, as well as Creative Director. His full attention was not there until it late in the day. This has ramifications for how long his projects run – many years, on average – and the associated cost. This, in turn, means that the business model options were constrained, conspiring to place APB in a really difficult position, commercially. Ultimately, it’s this pairing of a subscription model cost with free to play game play that really did for the game. And many of us saw it coming a mile off. I must admit I’m dismayed about the scale of the failure, however. Many of us thought APB might do OK at retail and sell a few hundred thousand, though struggle on ongoing revenue, and gradually carve a niche. But it absolutely tanked at retail I believe (though I’m not privvy to figures) I think due to the critical mauling it received. It never made the top 20 of the all format UK chart. It’s scraping along the bottom of the PC-only chart, a situation I’m assuming is replicated in its major markets. And being at the bottom of the PC-only chart is not where you want to be as a AAA budget game. God knows what the budget was, but when you account for the 150-odd staff and all the launch hardware and support, it was in the tens of millions of dollars. MyWorld is an innocent bystander caught up in the demise of APB. Which is a real shame, because it is genuinely ground breaking, though not aimed at the traditional gamer audience. It was going great guns over the last year or so, coming on leaps and bounds, impressing everyone who saw it. MyWorld might as well have been a different company – there was very little staff overlap on the two projects, they worked under entirely different production methodologies, and because we were not the next in line for release we received very little attention from the execs (which was a good thing, to be honest). We knew that time was limited, and tried to encourage management to go the ‘google-style beta route – release a limited, but polished core feature set early, and iterate. What happens to it from here on out is not clear, but without the people who wrote it, the code isn’t worth a damn, so I can’t see the project being picked up. Management tried to get a publisher onboard to fund continued development, but the time scales involved meant that was always unlikely, despite some considerable interest from potential partners. God knows what will happen to it now the team are gone. Probably nothing. Years of my life were poured into that project, but it was a blast to make, and at least it was made public so I can point and say, “I helped make that”. RTW tried something bold, and fucked it up. It tried to make what amounted to two MMOs at once, as well as self-publish. I have to hand it to Dave J. He’s ballsy. But in the end, we couldn’t do it, and I think the whole company will go under sooner rather than later. It’s a shame, too, as Dundee can’t absorb the level of game dev redundancies that are about to hit, which means the Dundee scene gets that little bit smaller. But that’s the price of failure, and we certainly failed. No excuses, really. We were well funded, hired some great engineers, designers and artists, and great QA guys. Ultimately, the senior management team must take responsibility. I think they had far too much focus on the company’s ‘strategic direction’ and not enough on day-to-day execution, which was where it really matters. And I think a huge part of the blame lies with Dave J, though I can’t emphasize enough how nice a man he is personally; ultimately APB has torpedoed the company, and it failed largely under his creative leadership. It has other issues (technical, for instance), but the design and the business plan are largely down to him and the board, and they are what have failed so irrevocably for the rest of us. ExRTW
  21. Back when G1 was still around, some clothing items were made available, mainly some of the items from the Revelations pack. However, now when I look at those items on Armas there's no option to purchase them as account bound. Can we still buy them as account bound or was that feature scrapped all together?
  22. Nope. We're batting a 1000 on this event. We swapped out the Butcher for the Autumn skin, sorted out how to make it account bound (wasn't trivial), and then never changed the post on the forums to let the players know. I have now edited the forum post to reflect the change. And GMs are mentioning that the skin is account bound at the start of matches.
  23. Hey, the fact that you figured something out for having it be account bound is cool at least, I'll admit that's impressive at least for such a short turn-around. As one of the people who asked for it to be account bound. It seems like you all kinda' jumped into the deep end in a lot of ways, you'll figure it out.
  24. @MattScott In regards to ARMAS being shifted into a purely account-bound purchasing platform, what will happen to existing character-bound items we own via ARMAS (not talking about Joker Store stuff here)? Will they be upgraded to account-bound for free (would be insane PR move, but doubt it'd happen for obvious reasons)? Will we be given the option to upgrade our stuff for a heavy discount (like we already can with character-bound weapons)? Any other specifics you can elaborate on for us?
  25. maybe we can get some actual new clothing now? or maybe some more account bound packs? at the very least can we get this artist to actually use the ingame symbol editor to make presets??????????
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